dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* VILLAGE.ZONE                                           *
* Core Zone: Author Unknown                              *
* Notes:     Distribute with full DYRT distribution only *
*            Northern area added by Ithor                *
* Edited by Rex on 27 September 1996                     *
*********************************************************/

#include "undef.h"
#include "cflags.h"
#include "exits.h"

%zone:village

%mobiles

Name            = locksmith
PName           = "The Locksmith"
Location        = locksmith
Strength        = 90
Damage          = 8
Aggression      = 95
Speed           = 0
PFlags            { NoSummon }
MFlags            { NegFireball NegFrost NegShock NegMissile }
Description     = "A crazy-looking man stands here looking at you."
End             = locksmith

Name            = baker
PName           = "The Baker"
Location        = store
Strength        = 50
Damage          = 8
Armor           = 2
Aggression      = 0
Speed           = 0
Description     = "A tall, thin baker stands here."
End             = baker

Name            = lady
PName           = "The Lady"
Location        = store
Strength        = 80
Damage          = 8
Speed           = 2
SFlags            { Female }
Description     = "A lady stands here looking around for something."
End             = lady

Name            = child
PName           = "The Child"
Location        = road10
Strength        = 20
Damage          = 4
Speed           = 4
SFlags            { Female }
MFlags            { PickStuff PitIt }
Description     = "A small child looks very lost."
End             = child

Name            = armorer
PName           = "The Armorer"
Location        = armory
Strength        = 200
Damage          = 10
Armor           = 10
Speed           = 0
PFlags            { NoSummon }
MFlags            { PickStuff }
Description     = "A bulky armorer stands before you."
End             = armorer

Name            = barman
PName           = "The Barman"
Location        = saloon1
Strength        = 80
Damage          = 8
Speed           = 0
Description     = "A barman is here serving drinks."
End             = barman

Name            = drunk1
PName           = "The Drunk"
Location        = saloon1
Strength        = 30
Damage          = 5
Aggression      = 20
Speed           = 4
Description     = "A drunk stumbles around in front of you."
End             = drunk1

Name            = drunk2
PName           = "The Drunk"
Location        = saloon1
Strength        = 50
Damage          = 5
Aggression      = 40
Speed           = 0
Description     = "A drunk stumbles around in front of you."
End             = drunk2

Name            = bankteller
PName           = "The Teller"
Location        = bank
Strength        = 50
Damage          = 6
Speed           = 0
PFlags            { NoSummon }
SFlags            { Female }
MFlags            { PickStuff }
Description     = "A bank teller waits here patiently."
End             = bankteller

Name            = bankguard
PName           = "The Guard"
Location        = vault1
Strength        = 160
Damage          = 8
Aggression      = 80
Speed           = 0
PFlags            { NoSummon }
MFlags            { NegFrost NegFireball BarNorth }
Description     = "The bank's security guard stands here."
End             = bankguard

Name            = bankmanager
PName           = "The Manager"
Location        = office
Strength        = 100
Damage          = 8
Speed           = 0
PFlags            { NoSummon }
Description     = "A chubby bank manager stands here wearing a suit."
End             = bankmanager

%objects

Name            = sack
Location        = IN_ROOM:alley
BValue          = 20
Size            = 50
Weight          = 2
OFlags            { Container PitReset }
Desc[0]         = "A very large sack has been left here."
End             = sack

Name            = fire
AltName         = flames
Location        = IN_ROOM:seadog
State           = 1
MaxState        = 1
OFlags            { Extinguish Lit Lightable NoGet }
Desc[0]		= "There is a large fire pit here."
Desc[1]         = "A huge fire burns in the center of the room."
Examine         = ""
End             = fire

Name            = poker
AltName         = weapon
Location        = IN_ROOM:seadog
BValue          = 10
Size            = 5
Weight          = 2
Damage          = 5
OFlags            { Weapon PitReset }
Desc[0]         = "A heavy iron poker has been left here."
Examine         = "
This poker looks a bit more dangerous than a card game, and it appears to be
slightly bent from meeting various adventurers' heads with force!"
End             = poker

Name            = gameboard
Location        = IN_ROOM:seadog
OFlags            { NoGet }
Desc[0]         = "A gameboard has been left here."
Examine         = "It's a monopoly board!"
End             = gameboard

Name            = knife
AltName         = weapon
Location        = IN_ROOM:yard
BValue          = 10
Size            = 2
Weight          = 2
Damage          = 4
OFlags            { Weapon PitReset }
Desc[0]         = "A small filleting knife has been left here carelessly."
End             = knife

Name            = oar
Location        = IN_ROOM:shed
BValue          = 15
Size            = 4
Weight          = 5
Damage          = 5
OFlags            { Weapon PitReset }
Desc[0]         = "A single oar from a boat lies here."
End             = oar

Name            = jug
Location        = IN_ROOM:barman
BValue          = 40
Size            = 2
Weight          = 2
OFlags            { Container PitReset }
Desc[0]         = "
A large toby jug has been left here, its face a hideous grin."
Examine         = "
This jug is shaped somewhat like a stout man with a cocked hat for the brim."
End             = jug

Name            = whiskey
Location        = IN_CONTAINER:jug
BValue          = 10
Size            = 2
Weight          = 2
OFlags            { Drink PitReset }
Desc[0]         = "
You see a puddle of whiskey on the ground. Some fool must have spilled it here."
Examine         = "
It isn't the best in the world, but it looks like it will give you a buzz.."
End             = whiskey 

Name            = beer
Location        = IN_ROOM:saloon1
State           = 1
MaxState        = 1
BValue          = 10
Size            = 2
Weight          = 2
OFlags            { GetFlips Drink PitReset }
Desc[0]         = "Someone has thoughtlessly left a draught beer here."
Desc[1]         = "There is a draught beer on the counter here."
Examine         = "Looks like cheap, run of the mill draught beer."
End             = beer

Name            = raft
AltName         = boat
Location        = IN_ROOM:cove
BValue          = 20
Size            = 100
Weight          = 100
OFlags            { Boat }
Desc[0]         = "A small wooden raft has been dumped here."
End             = raft

Name            = boat
Location        = IN_ROOM:jetty
BValue          = 20
Size            = 100
Weight          = 100
OFlags            { Boat PitReset }
Desc[0]         = "A small rowing boat has been left here."
End             = boat

Name            = bed
Location        = IN_ROOM:barman
OFlags            { NoGet }
Desc[0]         = "
The barman's bed lies here, it doesn't appear to have been slept in."
End             = bed

Name            = sheets
Location        = IN_ROOM:barman
BValue          = 10
Size            = 20
Weight          = 20
Desc[0]         = "Some sheets lie strewn on the floor."
End             = sheets

Name            = map
Location        = IN_ROOM:slanted
BValue          = 100
Size            = 1
Weight          = 1
Desc[0]         = "
A worn and battered old treasure map lies torn and tattered before you."
Examine         = "Nothing doing here... yet..."
End             = map

Name            = pebble
AltName         = stone
Location        = IN_ROOM:cove
BValue          = 10
Size            = 1
Weight          = 1
Desc[0]         = "A bored pebble sits at your feet, philosophizing."
End             = pebble

Name            = rat
Location        = IN_CONTAINER:barrel
BValue          = 1
Size            = 1
Weight          = 1
Desc[0]         = "A dead rat lies rotting on the floor before you."
End             = rat

Name            = bell
Location        = IN_ROOM:barman
BValue          = 120
Size            = 30
Weight          = 40
Desc[0]         = "
A huge brass bell has been placed here, its surface evidently well polished."
End             = bell

Name            = barrel
Location        = IN_ROOM:cellar
State           = 1
MaxState        = 1
BValue          = 10
Size            = 100
Weight          = 100
OFlags            { Openable Container NoGet }
Desc[0]         = "An open wooden barrel stands before you."
Desc[1]         = "A large wooden barrel squats in a corner."
End             = barrel

Name            = top_boards
PName           = floorboards
Location        = IN_ROOM:cellar
State           = 1
MaxState        = 1
Linked          = bot_boards
OFlags            { NoGet }
Desc[0]         = "
One of the floorboards has been lifted, allowing access down under the cellar."
End             = top_boards

Name            = bot_boards
PName           = floorboards
Location        = IN_ROOM:passage
State           = 1
MaxState        = 1
Linked          = top_boards
OFlags            { NoGet }
Desc[0]         = "
The floorboards above you have been lifted, to allow access to some room above."
End             = bot_boards

Name            = flag
Location        = IN_ROOM:chamber
BValue          = 50
Size            = 10
Weight          = 2
Desc[0]         = "
An old Jolly Roger flag has been left here, carefully folded."
End             = flag

Name            = silk
Location        = IN_ROOM:chamber
BValue          = 150
Size            = 40
Weight          = 40
Desc[0]         = "A bale of valuable silk has been dropped here."
End             = silk

Name            = outer_door
PName           = door
Location        = IN_ROOM:vault1
State           = 2
MaxState        = 2
Linked          = inner_door
OFlags            { Openable Lockable NoGet }
Desc[0]         = "The door is open."
Desc[1]         = "The door is closed."
Desc[2]         = "The door is locked."
End             = outer_door

Name            = inner_door
PName           = door
Location        = IN_ROOM:vault2
State           = 2
MaxState        = 2
Linked          = outer_door
OFlags            { Openable Lockable NoGet }
Desc[0]         = "The door is open."
Desc[1]         = "The door is closed."
Desc[2]         = "The door is locked."
End             = inner_door

Name            = batten
Location        = WIELDED_BY:bankguard
BValue          = 50
Size            = 5
Weight          = 5
Damage          = 6
OFlags            { Weapon PitReset }
Desc[0]         = "A small solid batten is here."
End             = batten

Name            = silvercoins
PName           = coins
Location        = IN_CONTAINER:box
BValue          = 250
Size            = 3
Weight          = 3
Desc[0]         = "A large pile of silver coins sits here."
End             = silvercoins

Name            = money
AltName         = cash
Location        = IN_ROOM:vault2
BValue          = 300
Size            = 1
Weight          = 1
Desc[0]         = "A large bundle of money is here."
Examine         = ""
End             = money

Name            = pen
AltName         = biro
Location        = IN_ROOM:office
BValue          = 50
Size            = 1
Weight          = 1
Desc[0]         = "A small gold biro is here."
End             = pen

Name            = desk
Location        = IN_ROOM:office
OFlags            { NoGet }
Desc[0]         = "The manager's desk is here covered with papers."
End             = desk

Name            = box
Location        = IN_ROOM:vault2
State           = 1
MaxState        = 1
BValue          = 30
Size            = 25
Weight          = 2
OFlags            { Container Openable PitReset }
Desc[0]         = "A safety deposit box has been left here."
Desc[1]         = "A closed safety deposit box has been left here."
End             = box

Name            = leather
PName           = armor
Location        = WORN_BY:armorer
BValue          = 100
Size            = 15
Weight          = 10
Armor           = 10
OFlags            { WearOnBody ExcludeWear Armor PitReset }
Desc[0]         = "A suit of leather armor lies here."
End             = leather

Name            = bread
AltName         = food
Location        = CARRIED_BY:baker
BValue          = 10
Size            = 2
Weight          = 2
OFlags            { Food }
Desc[0]         = "A freshly-baked loaf of bread is here."
End             = bread

Name            = donut
AltName         = food
Location        = CARRIED_BY:baker
BValue          = 15
Size            = 2
Weight          = 2
OFlags            { Food }
Desc[0]         = "A freshly-baked donut covered in chocolate icing is here."
End             = donut

%locations

/* village1 */
Green n:CHURCH@START e:Track s:R_LAND@BLIZZARD w:BRIDGE@BLIZZARD;
lflags { Outdoors RealTime }
The Village Green^
   You are standing on a square of grass in the center of the village.  A road
leads east into the rest of the village.
   To the north is a small church, and a path leads west into the trees.
To the south, you can see what appears to be a castle.
^
/* village2 */
Track n:PATH0@JBS e:Road1 w:Green s:Hospital;
lflags { Outdoors RealTime }
Village Track^
   You are following a path which leads east through the village towards the
sea.  To the west a few buildings are clustered around the village green, while
to the east the village becomes a collection of small houses and narrow
streets.  There is a path to the north, and to the south is a hospital.
^
/* village3 */
Road1 n:Yard e:Road2 s:Alley w:Track;
lflags { Outdoors RealTime }
Village Road^
   You are following a narrow dirt road which leads east into the village.  To
the north a track leads into a small yard of some sort, to the south it leads
down a narrow walled alley to the village well.
^
/* village4 */
Yard s:Road1 w:Shed;
lflags { Outdoors RealTime }
Yard^
   You are in a small walled dirt yard in the village.  Various large pieces of
rotten fishing netting lie all around you, and the yard stinks with the smell
of rotting fish, a scent which seems to draw thousands of sea birds flapping
around you.
^
/* village5 */
Alley n:Road1 d:Well2 ;
lflags { Outdoors RealTime }
Narrow Alley^
   You are standing in a narrow alleyway which dead ends to the south.  The
alley is dark and dismal and is simply a walled passage down to a small well
which appears to serve the village itself.
^
/* village6 */
Road2 n:Road3 e:Shore s:Inn_Yard w:Road1 ;
lflags { Outdoors RealTime }
Village Road^
   You are following the narrow main street of the village which leads east and
west.  To the south, the worn sign of the Old Seadog Inn flaps quietly in the
wind.
^
/* village7 */
Inn_Yard n:Road2 e:Seadog ;
lflags { Outdoors RealTime }
Inn Yard^
   You are standing in the yard of the Old Seadog Inn.  The inn itself stands
to the east, a battered structure half timbered and sagging, with that pleasant
atmosphere of ages.  To the north a narrow gateway leads back onto the road.
^
/* village8 */
Seadog e:Behind w:Inn_Yard;
lflags { RealTime }
The Old Seadog^
   You are standing in the 'Old Seadog' inn.  The inn radiates age and charm,
with its oak beam roof, and many seafaring momentos secured firmly around the
walls.  Even the bar is a single thick oak slab, worn and chipped with years of
service to rowdy sailors.
   The door out is west.
^
/* village9 */
Behind e:Barman w:Seadog d:Steps ;
lflags { RealTime }
Behind The Bar^
   You are standing behind the bar of the 'Old Seadog'.  The bar surface is
worn and pitted from years and years of heavy use.  Names are carved into its
surface, 'Black Sea Pete', 'Grey Hook', 'Moog The Kipper', no doubt some of the
pirates who long ago made this their haunt.
   A narrow stairway leads down, and a small room can be seen through a low
doorway to the east.
^
/* village10 */
Barman w:Behind;
lflags { RealTime }
Barman's Room^
   You are crouched in the barman's small, and very personalized room.  The
walls have a large collection of battered naval memorabilia fastened securely
to them.  Indeed, even the lone window is a porthole, giving the room that
distinctive sea-cabin look.  A single low doorway leads west into the inn
proper.
^
/* village11 */
Steps u:Behind d:Cellar ;
lflags { RealTime }
Cellar Steps^
   You are standing on the narrow, precarious steps which lead down into the
cellars of the inn.  A pale shaft of light shines down from the top of the
steps, revealing the cellars below.
^
/* village12 */
Shore e:Jetty w:Road2 ;
lflags { Outdoors RealTime }
Village Shore^
   You stand on the sea shore, to the east of the village. A narrow jetty leads
east out into the waves.  The road also leads westwards back into the center of
the village.
^
/* village13 */
Jetty e:2@SEA w:Shore n:30@EASTCOAST;
lflags { Outdoors RealTime }
The Jetty^
   You stand on the jetty, looking east across the waves.  A path leads west
along the jetty back to the village.
^
/* village14 */
Well1 ;
lflags { Death }
Down The Well^
   You slip and lose your grip, then plunge helplessly into the waters below...
^
/* village15 */
Well2 e:Tunnel u:Alley d:Well1;
lflags { RealTime }
Down The Well^
   You are hanging part of the way down the village well, looking upwards
towards the light above.  The well descends further but it gets very slippery.
A narrow passage leads east into absolute darkness.
^
/* village16 */
Tunnel e:Dirt w:Well2 ;
lflags { Dark }
Narrow Tunnel^
   You are squeezing down a narrow dirt tunnel, quite crudely dug, and
supported with old ships timbers.  The tunnel leads westwards towards a faint
light, or descends steeply to the east.
^
/* village17 */
Dirt n:Slanted e:Chamber w:Tunnel;
lflags { Dark }
Dirt Tunnel^
   You are clambering along a low dirt tunnel which leads east and west.
A wider tunnel joins from the north.
^
/* village18 */
Chamber s:Passage w:Dirt;
lflags { Dark }
Dim Chamber^
   You are standing in a dim, and secret chamber deep underground.  Narrow
rough passages lead west and south.
^
/* village19 */
Passage n:Chamber u:^bot_boards;
lflags { Dark }
Passage End^
   The passage here ends with a blank stone wall, possibly foundations to a
building.  Above you is a set of floorboards.
^
/* village20 */
Cellar u:Steps d:^top_boards;
lflags { Dark }
Cellars^
   You are stooped down low, in the cellars of the 'Old Seadog'.  The room is
dark and shadowy lit only by a pale light from high above at the top of the
steps.  The room stinks of cheap ale and rotting wood.
^
/* village21 */
Slanted n:Narrow s:Dirt;
lflags { Dark }
Slanted Tunnel^
   You are clambering down a fairly wide earthen passage which descends from a
junction of passages towards a turning of some sort.  The dirt floor is hard,
as if heavy objects have passed this way many times.
^
/* village22 */
Narrow e:Cave s:Slanted;
lflags { Dark }
Narrow Tunnel^
   You are clambering down a narrow tunnel which slopes downwards and east
turning from the south.  From the east you can smell the sea and hear the sound
of waves against the shore...
^
/* village23 */
Cave e:Cove w:Narrow;
lflags { RealTime }
Sea Cave^
   You are standing in a low, reasonably dry sea cave.  The cave echoes the
gentle pounding of the waves on the sandy beach to the east.  A single narrow
passage leads west into darkness.
^
/* village24 */
Cove e:7@SEA u:^LADDER2PIRATE@PIRATE w:Cave;
lflags { RealTime }
Secret Cove^
   You are standing in a secret cove surrounded by high black crags.  A narrow
cavemouth leads west into darkness. The rocks and pounding surf along the shore
here makes launching boats well nigh impossible.
^
/* village25 */
Hospital n:Track ;
lflags { Peace RealTime }
The Village Hospital^
   You are in the waiting room of the hospital.  On the south wall is a
door with a sign reading "Emergency" above it.  From the sounds coming from
within, it seems as if the doctors are frantically trying to save someone.
^
/* village26 */
Shed e:Yard ;
lflags { Dark }
Rotting Boat Shed^
    As you enter the smell of old, rotting mouldy wood surrounds you. The shed
is cluttered with old broken boats, fishing nets and other useless rubbish.
^
/* village27 */
Road3 n:Road4 s:Road2 ;
lflags { Outdoors RealTime }
Village Road^
   You are follow a narrow street of the village which leads north and south.
This road looks to have been constructed more recently than the old main
street of the village.
^
/* village28 */
Road4 n:Road5 s:Road3 w:Road6 ;
lflags { Outdoors RealTime }
Main Street^
   You are at an intersection in the village road. To the north you can see
some shops, amongst which there is what looks like a weapons shop. The west
leads to accommodation, the bank and some other stores, while to the south
is the older part of the village.
^
/* village29 */
Road5 n:Road8 s:Road4 w:Saloon1 ;
lflags { Outdoors RealTime }
Main Street^
   The newly built main street might well become the main street of the town. 
This part of it heads north-south. To the west is a saloon. Looks like a pretty
mean place to go.
^
/* village30 */
Road6 n:Saloon1 e:Road4 w:Road7 ;
lflags { Outdoors RealTime }
Main Street^
   The newly built main street might well become the main street of the town. 
This part of it heads east-west. To the north is a saloon. Looks like a pretty
mean place to go.
^
/* village31 */
Road7 n:Bank e:Road6 ;
lflags { Outdoors RealTime }
Main Street^
    Standing in Main street, there is a bank to the north, and the back of
the church is to the south.
^
/* village32 */
Road8 n:Road9 e:Armory s:Road4 w:Weaponshop ;
lflags { Outdoors RealTime }
Main Street^
    You see an armory to the East and a weapons shop to the West.  The Main
street continues to the north and south.
^
/* village33 */
Road9 n:Road10 e:Store s:Road8 w:Locksmith ;
lflags { Outdoors RealTime }
Main Street^
    Standing near the northern end of main street, you can see
a general store on the eastern side of the road. While on the west
there is a strange looking little shop.
^
/* village34 */
Road10 s:Road9 e:ENTRY@NARNIA;
lflags { Outdoors NoMobiles RealTime }
Main Street^
    This is the northern end of main street. There are a few houses around
here.
^
/*village35 */
Armory w:Road8 ;
lflags { RealTime }
Armory^
    Looking around this shop, you see piles of useless armor. The time
it would take to look through it all for something useful you decide
isn't worth it. 
^
/* village36 */
Weaponshop e:Road8 ;
lflags { RealTime }
Weapons Shop^
    This store has been abandoned for some time. The cob webs have built 
up across the single room shop. There are several tables, and in the
back you notice an old forge. Unused for a long time.
^
/* village37 */
Locksmith e:Road9 ;
lflags { RealTime }
Locksmith's^
    This run down little building apparently serves as a shop for the
local locksmith. The air smells of dust, and something rotting. Looking
round you are unable to find the source of the smell, but understand
why no one comes in here.
^
/* village38 */
Store w:Road9 ;
lflags { RealTime }
General Store^
    The store is packed tight with shelves containing various items
that towns people would need for there every day lives. But not a lot of
good to a seasoned adventurer like you. There is a small bakery over
by the southern wall, opposite the counter where you would pay for the 
items you wanted.
^
/* village39 */
Bank s:Road7 w:Office d:Vault1 ;
lflags { RealTime }
The Bank^
    This is only a small bank, the village has yet to grow sufficiently
to support anything larger. The counter is on the western side of the bank
behind which lies the managers office. There is a set of stairs leading 
down.
^
/* village40 */
Office e:Bank ;
lflags { RealTime }
Manager's office^
    Entering a well decorated room, you see a large book shelf, filled
with interesting titles, several chairs and a window looking out into
some trees.
^
/* village41 */
Vault1 n:^Outer_door u:Bank ;
lflags { RealTime }
Before the Vault^
    At the bottom of the stairs you enter a small, cold steel walled 
chamber. There is a single door in the north wall made of thick steel
bars.
^
/* village42 */
Vault2 s:^Inner_door ;
lflags { RealTime }
Vault^
    Luckily the vault itself is open. You enter a small, dull room
made completely of steel. There are many shelves, and lockable drawers
lining the walls.
^
/* village43 */
Saloon1 e:Road4 s:Road6 ;
lflags { RealTime }
The Bar^
    A smoke filled saloon is filled with people. Looking around you see
several tables, and a bar toward the north. There are exits back into
the fresh air outside, heading both south and east.
^